Increased spread of rockets, increased tween time after firing (it looks weird for some fire animations, but it also did in UT anyway).

This commit is contained in:
Marisa the Magician 2018-05-30 14:38:03 +02:00
commit b1b38561c1
16 changed files with 101 additions and 65 deletions

View file

@ -197,6 +197,7 @@ Class PulseBoltCap : Actor
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+FORCEXYBILLBOARD;
Scale 0.15;
}
States
@ -217,6 +218,7 @@ Class PulseBoltHit : Actor
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+FORCEXYBILLBOARD;
Scale 0.15;
}
States
@ -293,8 +295,8 @@ Class PulseBolt : Actor
weffect.Destroy();
weffect = null;
}
if ( !weffect ) weffect = Spawn("PulseBoltHit",t.Results.HitPos-t.Results.HitVector);
else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector,true);
if ( !weffect ) weffect = Spawn("PulseBoltHit",t.Results.HitPos-t.Results.HitVector*4);
else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
A_SprayDecal("BoltScorch",beamsize+8);
if ( next )
{
@ -325,8 +327,8 @@ Class PulseBolt : Actor
weffect.Destroy();
weffect = null;
}
if ( !weffect ) weffect = Spawn("PulseBoltCap",t.Results.HitPos-t.Results.HitVector);
else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector,true);
if ( !weffect ) weffect = Spawn("PulseBoltCap",t.Results.HitPos);
else weffect.SetOrigin(t.Results.HitPos,true);
}
else
{
@ -496,7 +498,12 @@ Class PulseGun : UTWeapon
action void A_StartBeam()
{
A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true);
invoker.beam = Spawn("StarterBolt",pos);
Vector3 x, y, z, origin;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
origin = (0,0,player.viewz-pos.z)+5.0*x+3.0*y-1.0*z;
invoker.beam = Spawn("StarterBolt",Vec3Offset(origin.x,origin.y,origin.z));
invoker.beam.angle = angle;
invoker.beam.pitch = BulletSlope();
invoker.beam.target = self;
}
action void A_StopBeam()
@ -531,7 +538,7 @@ Class PulseGun : UTWeapon
PGNP B -1;
Stop;
Ready:
PGNS ABCDEFGHIJKLMNOPQRSTUVW 1;
PGNS ABCDEFGHIJKLMNOPQRSTUVW 1 A_WeaponReady(WRF_NOFIRE);
Idle:
PGNI A 1
{
@ -622,7 +629,7 @@ Class PulseGun : UTWeapon
Goto Idle;
Reload:
PGNI A 1;
PGNI A 0 A_JumpIf(invoker.clipcount >= 50,"Idle");
PGNI A 0 A_JumpIf(invoker.clipcount >= Min(50,invoker.Ammo1.Amount),"Idle");
PGNR A 1 A_Reloading();
PGNR BCDEFGHIJKLMNOPQRSTUVWXYZ 1;
PGR2 ABCDEFGHIJKLMNOPQRSTUVWX 1;